Singularity/Library/PackageCache/com.unity.2d.path@5.0.2/Editor/IMGUI/GUIFramework/CommandAction.cs

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2024-05-06 14:45:45 -04:00
using System;
using UnityEngine;
namespace UnityEditor.U2D.Path.GUIFramework
{
/// <summary>
/// Represents an Action to process when the custom editor validates a command.
/// </summary>
public class CommandAction : GUIAction
{
private string m_CommandName;
/// <summary>
/// The Action to execute.
/// </summary>
public Action<IGUIState> onCommand;
/// <summary>
/// Initializes and returns an instance of CommandAction
/// </summary>
/// <param name="commandName">The name of the command. When the custom editor validates a command with this name, it triggers the action.</param>
public CommandAction(string commandName)
{
m_CommandName = commandName;
}
/// <summary>
/// Checks to see if the trigger condition has been met or not.
/// </summary>
/// <param name="guiState">The current state of the custom editor.</param>
/// <returns>Returns `true` if the trigger condition has been met. Otherwise, returns `false`.</returns>
protected override bool GetTriggerContidtion(IGUIState guiState)
{
if (guiState.eventType == EventType.ValidateCommand && guiState.commandName == m_CommandName)
{
guiState.UseEvent();
return true;
}
return false;
}
/// <summary>
/// Checks to see if the finish condition has been met or not.
/// </summary>
/// <param name="guiState">The current state of the custom editor.</param>
/// <returns>Returns `true` if the trigger condition is finished. Otherwise, returns `false`.</returns>
protected override bool GetFinishContidtion(IGUIState guiState)
{
if (guiState.eventType == EventType.ExecuteCommand && guiState.commandName == m_CommandName)
{
guiState.UseEvent();
return true;
}
return false;
}
/// <summary>
/// Calls the methods in its invocation list when the finish condition is met.
/// </summary>
/// <param name="guiState">The current state of the custom editor.</param>
protected override void OnFinish(IGUIState guiState)
{
if (onCommand != null)
onCommand(guiState);
}
}
}